Split up addRandomPattern function

This commit is contained in:
Unknown 2018-10-22 19:17:00 +02:00
parent 0b5b1de454
commit 474adb740c
1 changed files with 32 additions and 13 deletions

View File

@ -9,6 +9,10 @@ class Simulation {
Grid<bool> map;
Grid<bool> _snapshot;
final int _RANDOM_PATTERN_AMOUNT = 20;
final int _RANDOM_PATTERN_DISPERSAL = 10;
final double _RANDOM_PATTERN_SPREAD_FROM_CENTER = 1 / 3;
RuleSet rules = GameOfLife();
bool dirty = true;
@ -16,7 +20,6 @@ class Simulation {
bool _renderEdges = true;
bool get renderEdges => _renderEdges;
int _amount;
int _dispersal;
math.Point get gridSize => math.Point<int>(map.width, map.height);
@ -38,25 +41,41 @@ class Simulation {
return map;
}
void addRandomPattern({int amount, int dispersal}) {
int _startingSeed = DateTime.now().millisecondsSinceEpoch;
math.Random rng = new math.Random(_startingSeed);
_amount = amount ?? rng.nextInt(20);
_dispersal = dispersal ?? 10;
int cx = rng.nextInt(map.width ~/ 3) + (map.width ~/ 3);
int cy = rng.nextInt(map.height ~/ 3) + (map.height ~/ 3);
void addRandomPattern(
{int seed, int amount, int dispersal, num spreadFromCenter}) {
math.Random rng = _getRNG(seed ?? DateTime.now().millisecondsSinceEpoch);
amount ??= rng.nextInt(_RANDOM_PATTERN_AMOUNT);
dispersal ??= _RANDOM_PATTERN_DISPERSAL;
spreadFromCenter ??= _RANDOM_PATTERN_SPREAD_FROM_CENTER;
int sanityCheck = 0;
for (var i = 0; i < (_amount); i++) {
Map<int, bool> changeSet = {};
for (var i = 0; i < (amount); i++) {
sanityCheck++;
getCellState(cx, cy)
math.Point cell = _getRandomPoint(rng, gridSize, spreadFromCenter);
getCellState(cell.x, cell.y)
? i--
: setCellState(
cx + rng.nextInt(_dispersal), cy + rng.nextInt(_dispersal), true);
: changeSet[map.toIndex(cell.x, cell.y)] = true;
if (sanityCheck > 100 && sanityCheck > i * 3) break;
}
mergeStateChanges(changeSet);
}
dirty = true;
math.Random _getRNG(int seed) {
math.Random rng = new math.Random(seed);
return rng;
}
math.Point<int> _getRandomPoint(
math.Random rng, math.Point size, num spreadFromCenter) {
math.Point absoluteSpread =
math.Point(map.width * spreadFromCenter, map.height * spreadFromCenter);
math.Point center = math.Point(map.width / 2, map.height / 2);
num cx = rng.nextInt(absoluteSpread.x.toInt()) +
(center.x - absoluteSpread.x / 2);
num cy = rng.nextInt(absoluteSpread.y.toInt()) +
(center.y - absoluteSpread.y / 2);
return math.Point<int>(cx.toInt(), cy.toInt());
}
void setCellState(int x, int y, bool state) {